I got some new stuff...
Code: Select all
Log: Breadth path list overflow from PathNode40
DevPath: 2000 navigation nodes searched from PathNode40!
Too simple is now too complex ? If map has only 251 nodes how comes that were checked over 2000 Nodes ?
I tested/played previously the same map in my private external server 440 + XC_Engine 24 and.... XC_MonsterHunt. I did not see any errors for hours...
After doing more extra checks concerning more poorly coded MH versions probably I'll drop it in public - I'll think about it. First version was indeed just some plain MH garbage but... I did some polishing and... it looks like 469d and newer MH version are having other opinions concerning simplicity...
Or... it happened in the moment when I quit the game - engine was still processing something during exiting stage ?
The same map - subject Queen class.
Queen to me was badly messed up by EPIC's "idea" - dumbly tele-fragging monsters and even eliminating themselves. I worked time ago for fixing that misery and here I see a roll-back. When in my server I could gain some extra-score for killing them - pretty challenging, here I killed only the last one because the rest of them got vanished during their lousy teleporting habits.
To me it seems that a potential final version of 469 patch will need the same fixes more or less using a XC_Engine if such a version will be available and functional.
If I'll be out of these extra-options which I'm already using... then I simply can forget about any update. A bunch of tweaks and fixes are simply out without XC_Engine. This is not what I need.